dark/shield defense, does it get good?


BloodFairy

 

Posted

I have questions if anyone can help. I got to 33 on this and the playstyle still feels slow and just off. I mean with shield defense's shield charge I am hoping it makes it at least feel close to super strength for me (shield charge being like stomp I hope) but I am unsure if I should even keep going with this thing?

Also kind of confused on the heal. I have seen some posts where people slot it for damage and I really want to be able to heal without having to play wp or fire or electric armor again. I won't be getting sets for a very long time so what is a good slotting for this to be able to heal? I thought with shield defense I'd be able to survive better but it's rough. I don't really have the endurance to run everything. Any shield powers okay to skip?

Anyway, if anyone can answer my questions, thank you


 

Posted

My dark/shield scrapper is one of my favorite characters to play. You will find great joy in shield charge, even with the recent changes. Do you have shadow maul, it will substantially help your AoE ability. Siphon Life does great damage and heals you a pretty good chunk. I have slotted mine with a mixture of IOs for accuracy, damage, heal and recharge. Consider acc/damage, heal/recharge and acc/heal.

Soul drain - do this [particuarlly] before Shield Charge, Shadow Maul and even Siphon Life and proceed to giggle.

And on to your question about which powers to skip, I held off taking Grant Cover and 'One with the Shield' until the 40s. Grant Cover stacks well with others but won't help you directly.

Phallanx Fighting is a wonderul power with teammates around you.

Against all Odds is a must.

How do you play your scrapper? Solo or groups?


I still play for fun
From Liberty to Freedom
Any team level

 

Posted

Thank you so much for the reply.
I play mostly alone, but now and then I duo, and occasionally a third friend will be there.
Right now I am unsure why i am taking so much damage.

I have shadow maul, smite, midnight grasp, soul drain and the warshade like buff power.
I have every shield power so far.

I want to fit in tough and weave but I don't know if i will be able to run toggles like that.
I don't ever get the best sets or even a set for every power, but on this one I might be able to get some average stuff.

I also have hasten because I need to heal that much I need that heal up quick. Then of course swift, health, stamina. Also I have no travel powers. My friend teleports me when I am not using ninja run+sprint.


 

Posted

If you can find it, there should be a post from POWERFORGE about his DM/Shield Character.
After looking hard at the possibiliteis he decided to go Brute Rather than Scrapper.
DM/SD is an awesome combo to play, the self heal really plugs the one gap shields has.
Regarding how to slot siphon life, your needs will dictate how to slot, before your defenses are fully slotted you will probably want to up the healing aspects, but after your secondary is slotted, you will probably won't need as much healing and can slot for damage and still get enough healing to make back any health you lose from incoming hits that make it through your defenses.
Not sure why you are taking so much damage though. SD does have a good taunt aspect so you can expect to be pounded on, but you should also be seeing quite a few misses.
There are a couple of powers that provide 2 aspects, slotting the wrong aspect first could lead to you feeling understrength.
If there are no guides in the Brutes section take a peek over at Scrappers, there are lots of guides there.
Trust me you have a great combo, stick with it.


Feel The Burn

 

Posted

Properly built and IO'd, DM/SD is one of the strongest possible characters you can make in this game. Massive damage, massive survivability. Taking the AoEs from a set like Mu or Soul later on will turn you into a monster all around.

Stick with it, it gets better.

I put together an incredibly basic no-set build for you to give you an idea of what to build for. Of course, if you're thinking about IO sets that changes everything, but right now it looks like you're just trying to get a handle on your brute, so hopefully this helps.

Villain Plan by Mids' Villain Designer 1.803
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Brute
Primary Power Set: Dark Melee
Secondary Power Set: Shield Defense
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Mu Mastery

Villain Profile:
Level 1: Smite -- Acc-I(A), Acc-I(3), Dmg-I(3), Dmg-I(5), Dmg-I(5), RechRdx-I(13)
Level 1: Deflection -- DefBuff-I(A), DefBuff-I(15), DefBuff-I(15), EndRdx-I(17), EndRdx-I(29)
Level 2: Shadow Maul -- Acc-I(A), Acc-I(31), Dmg-I(31), Dmg-I(34), Dmg-I(37), RechRdx-I(39)
Level 4: Battle Agility -- DefBuff-I(A), DefBuff-I(19), DefBuff-I(19), EndRdx-I(27), EndRdx-I(29)
Level 6: True Grit -- Heal-I(A), Heal-I(7), Heal-I(7)
Level 8: Siphon Life -- Acc-I(A), Dmg-I(9), Dmg-I(9), Heal-I(11), RechRdx-I(11), RechRdx-I(13)
Level 10: Active Defense -- RechRdx-I(A), RechRdx-I(31)
Level 12: Combat Jumping -- Empty(A)
Level 14: Hurdle -- Jump-I(A)
Level 16: Against All Odds -- EndRdx-I(A), EndRdx-I(17)
Level 18: Health -- Heal-I(A), Heal-I(43), Heal-I(46)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Dark Consumption -- Acc-I(A), Acc-I(23), Acc-I(23), RechRdx-I(25), RechRdx-I(25), RechRdx-I(27)
Level 24: Phalanx Fighting -- Empty(A)
Level 26: Soul Drain -- Acc-I(A), Acc-I(39), Acc-I(39), RechRdx-I(40), RechRdx-I(40), RechRdx-I(40)
Level 28: Super Jump -- Empty(A)
Level 30: Boxing -- Empty(A)
Level 32: Midnight Grasp -- Acc-I(A), Dmg-I(33), Dmg-I(33), Dmg-I(33), RechRdx-I(34), RechRdx-I(34)
Level 35: Shield Charge -- Acc-I(A), Dmg-I(36), Dmg-I(36), Dmg-I(36), RechRdx-I(37), RechRdx-I(37)
Level 38: Tough -- Empty(A)
Level 41: Electrifying Fences -- Acc-I(A), Dmg-I(42), Dmg-I(42), RechRdx-I(42), RechRdx-I(43), RechRdx-I(43)
Level 44: Ball Lightning -- Acc-I(A), Dmg-I(45), Dmg-I(45), RechRdx-I(45), RechRdx-I(46), RechRdx-I(46)
Level 47: Weave -- DefBuff-I(A), DefBuff-I(48), DefBuff-I(48), EndRdx-I(48), EndRdx-I(50)
Level 49: One with the Shield -- Heal-I(A), EndMod-I(50), ResDam-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
Level 4: Ninja Run


 

Posted

Hey guys, thanks for the reply. I'm going going to use everyone's advice here.


Questions: In Deflection i had the 3 defense and 2 resistance, is that a waste of two slots?
Also in True Grit I had the 6 slots, but I only need the heal? It doesn't hurt to have the extras does it?
I don't need Grant Cover?
Do you put brawl on auto or active defense?

At the Fateweaver I set my difficulty to 3 player spawns, +1 above my level. Is that too much at level 32.. this early in?



Oh one more thing I forgot, do i have to take combat jumping and the travel power? Could I take like air superiority and flight or do i even need that stuff? I get teleported around and when I solo I don't really mind running to places or using the jet packs, especially since I can build those from all the recipes dropping now in Going Rogue. I think I have like 9 of those. Should be okay, so thought I'd ask.

Hey, also out of curiosity what would be a good build with sets look like? I don't know if I can even afford it but I'd like to know what to hold onto or keep an eye out for as I play, in the unlikely but slightly possible event that I can put sets into it.


 

Posted

Agreed. My DM/Shield Brute was one of the strongest and most fun Brutes/Melee Characters that I've EVER built. That combo simply rocks in pve. You won't regret a second of it.


 

Posted

Quote:
Originally Posted by TerraScorcher View Post
If you can find it, there should be a post from POWERFORGE about his DM/Shield Character.
After looking hard at the possibiliteis he decided to go Brute Rather than Scrapper.
DM/SD is an awesome combo to play, the self heal really plugs the one gap shields has.
Regarding how to slot siphon life, your needs will dictate how to slot, before your defenses are fully slotted you will probably want to up the healing aspects, but after your secondary is slotted, you will probably won't need as much healing and can slot for damage and still get enough healing to make back any health you lose from incoming hits that make it through your defenses.
Not sure why you are taking so much damage though. SD does have a good taunt aspect so you can expect to be pounded on, but you should also be seeing quite a few misses.
There are a couple of powers that provide 2 aspects, slotting the wrong aspect first could lead to you feeling understrength.
If there are no guides in the Brutes section take a peek over at Scrappers, there are lots of guides there.
Trust me you have a great combo, stick with it.
I couldn't find his slotting, just the scrapper posts he talks about. I am curious to see.


 

Posted

Quote:
Questions: In Deflection i had the 3 defense and 2 resistance, is that a waste of two slots?
Also in True Grit I had the 6 slots, but I only need the heal? It doesn't hurt to have the extras does it?
Res in Deflection is a waste. 3 slots in True Grit for heal is all you need until you start to IO, in which case, you may want to slot it for more bonuses. Deflection should be 3 defense 1 or 2 endurance depending on what your needs are.


Quote:
I don't need Grant Cover?
Grant Cover is ok once you start IO'ing and want to use that slot. It also gives you defense debuff protection, so it's worth taking.

Quote:
Do you put brawl on auto or active defense?
I put active defense on auto, but I have a full attack chain. By 32, you should as well. I always forget to click AD, so I keep that on auto.


Quote:
At the Fateweaver I set my difficulty to 3 player spawns, +1 above my level. Is that too much at level 32.. this early in?
It would be fine with the right build. If you're having trouble right now, try dropping it down to +0.

Quote:
Oh one more thing I forgot, do i have to take combat jumping and the travel power? Could I take like air superiority and flight or do i even need that stuff? I get teleported around and when I solo I don't really mind running to places or using the jet packs, especially since I can build those from all the recipes dropping now in Going Rogue. I think I have like 9 of those. Should be okay, so thought I'd ask.
Combat Jumping is the best choice for a /Shield character because it adds more defense to your build and can take IO sets that give even more bonuses to defense. Hover can as well, and I don't know about you, but trying to fight with a melee toon with Hover on is really annoying to me. As for Super Jump, you don't need it, but if I can find a place to fit it in, I usually do.

Check out the template build I made for you a couple posts up. If you respec into that, you should be able to handle 3x/+1 easily.

I can throw together a DM/Shield IO build for you next time I'm at the computer. I'll try to make it "moderate" by avoiding the super expensive IO sets.


 

Posted

Hey thanks. I'll try this out. I have combat jumping i don't even use it right now. Maybe I should but If I could build with sets around not having this I would do it.

Thanks for taking the time on the build and answering questions, it's making a few things a lot more clear for me. You can do the expensive build too if you want. If I like it enough I'd try to get some or at least look out for the recipes in drops or architect ticket rolls.


 

Posted

Ok here's a fairly expensive IO'd out DM/Shield brute. Keep in mind you can get the most expensive stuff (LotG's, Gladiator's Armor 3% defense IO) from using alignment merits. It'll take a while to earn them for the Gladiator's proc, but it's worth it. Especially if you get bored and feel like selling it for 2-3 billion influence.

Villain Plan by Mids' Villain Designer 1.803
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Brute
Primary Power Set: Dark Melee
Secondary Power Set: Shield Defense
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Mu Mastery

Villain Profile:
Level 1: Smite -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(5), T'Death-Dmg/EndRdx/Rchg(5), T'Death-Dam%(13)
Level 1: Deflection -- HO:Cyto(A), LkGmblr-Def(15), LkGmblr-Rchg+(15), LkGmblr-Def/EndRdx(43)
Level 2: Shadow Maul -- Sciroc-Acc/Dmg(A), RechRdx-I(31), Sciroc-Dmg/Rchg(31), Sciroc-Acc/Rchg(34), Sciroc-Acc/Dmg/EndRdx(37), Sciroc-Dam%(39)
Level 4: Battle Agility -- HO:Cyto(A), LkGmblr-Def(19), LkGmblr-Rchg+(19), LkGmblr-Def/EndRdx(48)
Level 6: True Grit -- Mrcl-Heal/EndRdx(A), Mrcl-EndRdx/Rchg(7), Mrcl-Heal/Rchg(7), Mrcl-Heal(17)
Level 8: Siphon Life -- Mako-Dam%(A), Mako-Acc/Dmg(9), Mako-Dmg/EndRdx(9), Mako-Dmg/Rchg(11), Mako-Acc/EndRdx/Rchg(11), Mako-Acc/Dmg/EndRdx/Rchg(13)
Level 10: Active Defense -- RechRdx-I(A), RechRdx-I(31)
Level 12: Combat Jumping -- HO:Cyto(A), LkGmblr-Def(50), LkGmblr-Rchg+(50)
Level 14: Hurdle -- Jump-I(A)
Level 16: Against All Odds -- EndRdx-I(A), EndRdx-I(17)
Level 18: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(46)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-End%(27)
Level 22: Dark Consumption -- Oblit-Dmg(A), Oblit-Acc/Rchg(23), Oblit-Dmg/Rchg(23), Oblit-Acc/Dmg/Rchg(25), Oblit-Acc/Dmg/EndRdx/Rchg(25), Oblit-%Dam(27)
Level 24: Phalanx Fighting -- LkGmblr-Rchg+(A)
Level 26: Soul Drain -- GSFC-ToHit(A), GSFC-ToHit/Rchg(39), GSFC-Rchg/EndRdx(39), GSFC-ToHit/Rchg/EndRdx(40), GSFC-ToHit/EndRdx(40), GSFC-Build%(40)
Level 28: Hasten -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(29)
Level 30: Boxing -- Empty(A)
Level 32: Midnight Grasp -- Mako-Acc/Dmg/EndRdx/Rchg(A), Mako-Acc/Dmg(33), Mako-Dmg/EndRdx(33), Mako-Dmg/Rchg(33), Mako-Acc/EndRdx/Rchg(34), Mako-Dam%(34)
Level 35: Shield Charge -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(36), Sciroc-Dmg/Rchg(36), Sciroc-Acc/Rchg(36), Sciroc-Acc/Dmg/EndRdx(37), RechRdx-I(37)
Level 38: Tough -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(50)
Level 41: Electrifying Fences -- Acc-I(A), Dmg-I(42), Dmg-I(42), RechRdx-I(42), RechRdx-I(43), EndRdx-I(43)
Level 44: Ball Lightning -- Acc-I(A), Dmg-I(45), Dmg-I(45), RechRdx-I(45), RechRdx-I(46), EndRdx-I(46)
Level 47: Weave -- HO:Cyto(A), DefBuff-I(48), DefBuff-I(48)
Level 49: Grant Cover -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
Level 4: Ninja Run


 

Posted

I have shield charge now and it's cool but even with 2 recharge and hasten it doesnt seem to come up quick enough for me. Like with many of my other brutes I have knock down in a few powers so it's easy to juggle tougher guys. I am wondering if I should take air superiority in this. I wouldn't take hover (never have) or fly. I just feel it needs more. Unless it does get better yet. I'm struggling with this shield recharge being so slow and the only knockdown. It would be better if they reduced the speed on that.


 

Posted

Quote:
Originally Posted by BloodFairy View Post
I have shield charge now and it's cool but even with 2 recharge and hasten it doesnt seem to come up quick enough for me. Like with many of my other brutes I have knock down in a few powers so it's easy to juggle tougher guys. I am wondering if I should take air superiority in this. I wouldn't take hover (never have) or fly. I just feel it needs more. Unless it does get better yet. I'm struggling with this shield recharge being so slow and the only knockdown. It would be better if they reduced the speed on that.
Shield Charge is recharging about as fast as it is ever likely to. It just had it's damage reduced with i18 because it was outdamaging blaster nukes (their endurance crashing tier 9) They lookid into leaving the damage the same but increasing the recharge, but decided in the end to lower the damage and leave the recharge the same. It's not supposed to be a power you can use in every fight.


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

Posted

that's too bad they changed it, made it less fun. The faster recharge would have been really wise. It seems like fun in a world of death and war is bad to game developers. I will never see how they can rationalize making things less fun, when games should always=fun because life=too short. Oh well. I need more knockdown I think. =(


 

Posted

Quote:
Originally Posted by BloodFairy View Post
that's too bad they changed it, made it less fun. The faster recharge would have been really wise. It seems like fun in a world of death and war is bad to game developers. I will never see how they can rationalize making things less fun, when games should always=fun because life=too short. Oh well. I need more knockdown I think. =(
All they did was reduce the damage. The recharge is the same as ever, and the old damage levels were unbalanced.

It may not be optimal, but if you really want Air Superiority's knockup i'd say go for it. Against most enemies below EB level it's generally excellent soft control and is still the best power pool attack. i'd probably substitute it for one of the other ST attacks.


Dr. Todt's theme.
i make stuff...

 

Posted

I could fit it in if I skipped combat jumping, but I don't know where I could fit that recharge piece then. Not that I have it but if I did. I like the powers but when surrounded by huge groups I feel like I am having some trouble. I'm only at 37 now so maybe it will take awhile still. It just doesn't feel as sturdy as the other brutes I have, yet everyone here says it's good, so it must be at some point.


If I did keep combat jumping, do I have to toggle it on for the gambler piece to work? My endurance is pretty bad right now, and the endurance drain power recharges so slow.


 

Posted

Combat Jumping is integral to being soft-capped on that build. Without it, you lose about 3% defense to your build. Trust me, the difference in survivability between having that extra defense and having Air sup is huge. My shield brute can stand in a group of 16 enemies and live. Forever. I tested this yesterday. Let him stand there while the enemies attacked me for hours. Never died. Air superiority can't beat that. Combat Jumping consumes almost no endurance whatsoever, so your endurance problems can be solved elsewhere.

Let alone with that slotting you're also getting extra regen and HP from the LotG set bonuses. I can't stress enough how poor of a choice Air Sup is over CJ in this situation. People pay 3-4 BILLION influence for a single IO that provides as much defense as you get out of CJ.

That said, in a normal build where you're not soft-capped, Air Sup might be a decent choice if you feel like you really want an extra attack.

But to answer your question, yes. The LotG unique will work whether the power is toggled on or not.


 

Posted

thanks for the reply and answer on the toggle or not. I'll keep it and hope by 50 I can afford this stuff somehow.

EDIT


I've been just getting used to keeping combat jumping on but it detoggles so much. I remember this happening on my blaster too. Any remedy for this?


 

Posted

The only advice I can give you is to slot for more endurance reduction in your attacks. Do you have Stamina right now?


 

Posted

This is what I have so far:
Level 1: Smite
Level 1: Deflection
Level 2: Shadow Maul
Level 4: Battle Agility
Level 6: True Grit
Level 8: Siphon Life
Level 10: Active Defense
Level 12: Combat Jumping
Level 14: Hurdle
Level 16: Against All Odds
Level 18: Health
Level 20: Stamina
Level 22: Dark Consumption
Level 24: Phalanx Fighting
Level 26: Soul Drain
Level 28: Hasten
Level 30: Boxing
Level 32: Midnight Grasp
Level 35: Shield Charge
Level 38: Tough (not running it, can't for long)

Most all of it is slotted fine too except tough since I just got it.

What exactly is the point of the tentacles coming up on Midnight Grasp. I mean the attack initially hits really hard, but then I don't see and damage of time happening. I wish they'd give us some optional new animations for this set.

Also the "endurance drain" power, I have accuracy in there but it just seems to miss sometimes or not give good returns and I have it slotted exactly like your build suggests. I'm not sure what I am doing other than my level. Fighting stuff at my level is too slow and boring. I like fighting +1/+2. Some of the EBS can nearly one shot me though if they are melee.


 

Posted

Quote:
Originally Posted by BloodFairy View Post
What exactly is the point of the tentacles coming up on Midnight Grasp. I mean the attack initially hits really hard, but then I don't see and damage of time happening. I wish they'd give us some optional new animations for this set.
The tentacles are to hold the weaker foes in place so you can continue beating the hell out of them.


Dr. Todt's theme.
i make stuff...

 

Posted

With that build slotted properly you should have no problems fighting higher level/more enemies on your missions. With 3 acc and 3 rech in Dark Consuption you are ED capped to acc and recharge. Sometimes it will miss, but you've got as much accuracy as you can put in there.

If you want, you can drop 1 acc and 1 recharge from it, stick with level 40 common IOs and put 2 end mods in it. That will give you back more end per use, but take away a bit of the accuracy and recharge.


 

Posted

Quote:
Originally Posted by Neogumbercules View Post
My shield brute can stand in a group of 16 enemies and live. Forever. I tested this yesterday. Let him stand there while the enemies attacked me for hours. Never died. Air superiority can't beat that. Combat Jumping consumes almost no endurance whatsoever, so your endurance problems can be solved elsewhere.
What is your build?

I'm leveling a kinetic melee/shield brute I'm trying to get that survivable with hover and fly in the mix. I actually find Hover quite nice in combat, especially for movement speed between spawns and against runners.

I'm still experimenting with the shield brute though since I've never leveled shields before, aversion to click mez protection at fault.


I really would like to see an example of a shield brute build that can just stand there and live, not activating primary powers so primary choice won't matter.



That also brings up another question.
If there are more than 16 enemies around will they attack you or does the aggro cap force them to ignore you?

If they ignore you that could be a huge boon to survivability. I think that was how it seemed to work for the one scrapper I saw int hat AE arc "A Storm of Pirates".


 

Posted

I don't have my build saved at the moment, but maybe I can recreated it when I get back from work. It's your standard soft-capped build. I don't even use the crazy expensive stuff.

As to your question, yes. If you aggro more than the cap and there are still more mobs near you, they will ignore you and stand there like bricks. As soon as you start killing stuff they will start to catch on.


 

Posted

I'm still interested in seeing the build you made that can stand there for hours.
I really want to make a good shield brute with kinetic melee, but I don't yet have a really good example to go by.